|
|
|
 |

July 10th, 2002, 09:30 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Space Empires 5
Quote:
Originally posted by rand029:
Another idea: Space Yards with multiple docks/slips/whatever. You can build multiple ships at once, but the space yard resources are divided among them. So you wouldn't have to scrap that half done Battlecruiser if you needed another escort or transport in a hurry.
|
Ooo, I like this idea now. I don't want to wait for SE5. And not just for space yards, do it for planetary yards as well. You actually wouldn't need to allow multiple yards, just allow the person to move a project down in the queue without losing acculumlated work done on it.
Originally SEIV had something like this where you could move a project up and the work already done would get applied towards the new project. That was taken out because it was considered a way to cheat because you could start work on an expensive ship that you never intended to build, and then switch it at the Last minute to an expensive ships that you wanted, but didn't have the tech for when you started. This would eliminate that cause you couldn't change the design once it's in the queue, but still allow flexibility. As long as you didn't take the project completely out of the queue it could keep the work accumulated while you work on other projects that you start from scratch. Much like intel or research quese now operate.
And if you could have the excess construction left over after one ship was done to go towards the next ship in line...
Geoschmo
[ July 10, 2002, 20:31: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 10th, 2002, 10:04 PM
|
 |
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Space Empires 5
I don't think Space Space yards should do that; they already have low rates as it is!
But for planetary space yards... It would be very nice. Especially for massively populated ones with happiness stocked up with the latest space yard.
This way, you can keep churning out starships, and your enemy has a new important target to destroy.
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|

July 10th, 2002, 11:29 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Space Empires 5
Some items I would like to see for Space Empires V include:
- 3D Map of Galaxy and increased maximum # of systems
- Several levels of zoom for maps
- Larger or scalable (with zoom feature) mini images for ships
- More types of abilities
- Optional starting tech levels
- Improved interface
- Improved diplomacy
I would like the game to remain turn based and not use real time 3D engine garbage.
|

July 11th, 2002, 02:53 AM
|
 |
Sergeant
|
|
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Space Empires 5
Editors, more and user friendly.
The excisting map editor is great, but incrediably time consuming.
A couple of fellows are working on component or mod editors that are starting to make modding much more friendly to the computer illiterate types, such as me.
If perhaps one big editor where compiled so that an individual could easily create new maps, new planets, new components, facilities, ships, scenerios(so one wouldn't have to actually play the computer player to get them advanced and established while keeping everyone else at bay) ect.
Yeah, that would be nice. 
|

July 11th, 2002, 07:03 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Space Empires 5
[quote]Originally posted by geoschmo:
Quote:
Ooo, I like this idea now. I don't want to wait for SE5. And not just for space yards, do it for planetary yards as well. You actually wouldn't need to allow multiple yards, just allow the person to move a project down in the queue without losing acculumlated work done on it.
Originally SEIV had something like this where you could move a project up and the work already done would get applied towards the new project. That was taken out because it was considered a way to cheat because you could start work on an expensive ship that you never intended to build, and then switch it at the Last minute to an expensive ships that you wanted, but didn't have the tech for when you started. This would eliminate that cause you couldn't change the design once it's in the queue, but still allow flexibility. As long as you didn't take the project completely out of the queue it could keep the work accumulated while you work on other projects that you start from scratch. Much like intel or research quese now operate.
And if you could have the excess construction left over after one ship was done to go towards the next ship in line...
Geoschmo
|
Better yet: change the Construction Queue interface to mirror the Research and Intelligence Project queues. Instead of a list of Research Topics, you get a listign of your current ship / base designs, or facilities, or units. Same 12 slots, the option to repeat build projects, and the option to divide construction capacity evenly.
Possibly even allow only 4 build projects for Shipyard I's, 8 for Shipyard II's, and all 12 for Shipyard III's. (maybe 8, 12, and 16 for the Emporal Shipyard I, II, and III respectively ... ?).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

July 11th, 2002, 02:18 PM
|
Private
|
|
Join Date: Apr 2001
Location: St Paul Mn USA
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Space Empires 5
SE5
NO 3D, NO REALTIME
Would like to see
Game startup 0ptions:
Ability to scramble Race/characteristics ie: When you meet the Norak, early on you know its missles, missles, missles and plan accordingly.
Darleks you know intell is coming, It would be interesting to not always know what the race you met was like.
Trade: It would be nice to have something for transports to carry back to the home system. Dilithium chrystals, EEEE spice, stuff like that.
Research: Occasional blind alley research, Physics doesn't always lead to PPB, maybe its astrophyiscs or stellar harnessing. Have it as a variable if this option selected. It would make research more interesting.
|

July 11th, 2002, 03:39 PM
|
Private
|
|
Join Date: Jul 2002
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Space Empires 5
Nice ideas, but I think there are more key features:
- Citizens that eat and can starve.
- Governments, please: different types of politics, economy, religion, etc. that can be changed during the game (revolution problems and anarchy included). Political factions and the like.
- Allied victory.
- Retreating from combat (with the possibility of being caught depending on speed and crew experience).
- A form of currency along with the 3 resources.
- A peace treaty.
Facilities, technologies... all can be done editing txts. I think the above is more important.
greetings

|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|